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improved isStuck detection and MyAvatar::safeLanding() trigger
This commit is contained in:
parent
9382fb8745
commit
32400a6baf
8 changed files with 313 additions and 191 deletions
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@ -6282,11 +6282,13 @@ void Application::tryToEnablePhysics() {
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// process octree stats packets are sent in between full sends of a scene (this isn't currently true).
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// process octree stats packets are sent in between full sends of a scene (this isn't currently true).
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// We keep physics disabled until we've received a full scene and everything near the avatar in that
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// We keep physics disabled until we've received a full scene and everything near the avatar in that
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// scene is ready to compute its collision shape.
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// scene is ready to compute its collision shape.
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if (getMyAvatar()->isReadyForPhysics()) {
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auto myAvatar = getMyAvatar();
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if (myAvatar->isReadyForPhysics()) {
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myAvatar->getCharacterController()->setPhysicsEngine(_physicsEngine);
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_octreeProcessor.resetSafeLanding();
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_octreeProcessor.resetSafeLanding();
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_physicsEnabled = true;
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_physicsEnabled = true;
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setIsInterstitialMode(false);
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setIsInterstitialMode(false);
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getMyAvatar()->updateMotionBehaviorFromMenu();
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myAvatar->updateMotionBehaviorFromMenu();
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}
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}
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}
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}
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}
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}
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@ -6577,7 +6579,7 @@ void Application::update(float deltaTime) {
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avatarManager->handleProcessedPhysicsTransaction(transaction);
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avatarManager->handleProcessedPhysicsTransaction(transaction);
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myAvatar->prepareForPhysicsSimulation();
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myAvatar->prepareForPhysicsSimulation();
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_physicsEngine->enableGlobalContactAddedCallback(myAvatar->isFlying());
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myAvatar->getCharacterController()->preSimulation();
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}
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}
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}
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}
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@ -6630,6 +6632,7 @@ void Application::update(float deltaTime) {
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{
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{
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PROFILE_RANGE(simulation_physics, "MyAvatar");
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PROFILE_RANGE(simulation_physics, "MyAvatar");
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myAvatar->getCharacterController()->postSimulation();
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myAvatar->harvestResultsFromPhysicsSimulation(deltaTime);
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myAvatar->harvestResultsFromPhysicsSimulation(deltaTime);
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}
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}
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@ -733,7 +733,7 @@ void MyAvatar::update(float deltaTime) {
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// When needed and ready, arrange to check and fix.
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// When needed and ready, arrange to check and fix.
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_physicsSafetyPending = false;
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_physicsSafetyPending = false;
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if (_goToSafe) {
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if (_goToSafe) {
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safeLanding(_goToPosition); // no-op if already safe
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safeLanding(_goToPosition); // no-op if safeLanding logic determines already safe
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}
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}
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}
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}
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@ -2733,24 +2733,21 @@ void MyAvatar::nextAttitude(glm::vec3 position, glm::quat orientation) {
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void MyAvatar::harvestResultsFromPhysicsSimulation(float deltaTime) {
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void MyAvatar::harvestResultsFromPhysicsSimulation(float deltaTime) {
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glm::vec3 position;
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glm::vec3 position;
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glm::quat orientation;
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glm::quat orientation;
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if (_characterController.isEnabledAndReady()) {
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if (_characterController.isEnabledAndReady() && !(_characterController.needsSafeLandingSupport() || _goToPending)) {
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_characterController.getPositionAndOrientation(position, orientation);
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_characterController.getPositionAndOrientation(position, orientation);
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setWorldVelocity(_characterController.getLinearVelocity() + _characterController.getFollowVelocity());
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} else {
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} else {
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position = getWorldPosition();
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position = getWorldPosition();
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orientation = getWorldOrientation();
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orientation = getWorldOrientation();
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if (_characterController.needsSafeLandingSupport() && !_goToPending) {
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_goToPending = true;
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_goToSafe = true;
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_goToPosition = position;
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}
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setWorldVelocity(getWorldVelocity() + _characterController.getFollowVelocity());
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}
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}
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nextAttitude(position, orientation);
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nextAttitude(position, orientation);
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_bodySensorMatrix = _follow.postPhysicsUpdate(*this, _bodySensorMatrix);
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_bodySensorMatrix = _follow.postPhysicsUpdate(*this, _bodySensorMatrix);
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if (_characterController.isEnabledAndReady()) {
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setWorldVelocity(_characterController.getLinearVelocity() + _characterController.getFollowVelocity());
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if (_characterController.isStuck()) {
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_physicsSafetyPending = true;
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_goToPosition = position;
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}
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} else {
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setWorldVelocity(getWorldVelocity() + _characterController.getFollowVelocity());
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}
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}
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}
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QString MyAvatar::getScriptedMotorFrame() const {
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QString MyAvatar::getScriptedMotorFrame() const {
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@ -36,10 +36,10 @@ MyCharacterController::MyCharacterController(std::shared_ptr<MyAvatar> avatar) {
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MyCharacterController::~MyCharacterController() {
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MyCharacterController::~MyCharacterController() {
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}
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}
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void MyCharacterController::setDynamicsWorld(btDynamicsWorld* world) {
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void MyCharacterController::addToWorld() {
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CharacterController::setDynamicsWorld(world);
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CharacterController::addToWorld();
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if (world && _rigidBody) {
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if (_rigidBody) {
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initRayShotgun(world);
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initRayShotgun(_physicsEngine->getDynamicsWorld());
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}
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}
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}
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}
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@ -204,7 +204,7 @@ bool MyCharacterController::testRayShotgun(const glm::vec3& position, const glm:
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}
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}
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int32_t MyCharacterController::computeCollisionMask() const {
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int32_t MyCharacterController::computeCollisionMask() const {
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int32_t collisionMask = BULLET_COLLISION_MASK_MY_AVATAR;
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int32_t collisionMask = BULLET_COLLISION_MASK_MY_AVATAR;
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if (_collisionless && _collisionlessAllowed) {
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if (_collisionless && _collisionlessAllowed) {
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collisionMask = BULLET_COLLISION_MASK_COLLISIONLESS;
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collisionMask = BULLET_COLLISION_MASK_COLLISIONLESS;
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} else if (!_collideWithOtherAvatars) {
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} else if (!_collideWithOtherAvatars) {
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@ -216,16 +216,17 @@ int32_t MyCharacterController::computeCollisionMask() const {
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void MyCharacterController::handleChangedCollisionMask() {
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void MyCharacterController::handleChangedCollisionMask() {
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if (_pendingFlags & PENDING_FLAG_UPDATE_COLLISION_MASK) {
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if (_pendingFlags & PENDING_FLAG_UPDATE_COLLISION_MASK) {
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// ATM the easiest way to update collision groups/masks is to remove/re-add the RigidBody
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// ATM the easiest way to update collision groups/masks is to remove/re-add the RigidBody
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if (_dynamicsWorld) {
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// but we don't do it here. Instead we set some flags to remind us to do it later.
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_dynamicsWorld->removeRigidBody(_rigidBody);
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_pendingFlags |= (PENDING_FLAG_REMOVE_FROM_SIMULATION | PENDING_FLAG_ADD_TO_SIMULATION);
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int32_t collisionMask = computeCollisionMask();
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_dynamicsWorld->addRigidBody(_rigidBody, BULLET_COLLISION_GROUP_MY_AVATAR, collisionMask);
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}
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_pendingFlags &= ~PENDING_FLAG_UPDATE_COLLISION_MASK;
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_pendingFlags &= ~PENDING_FLAG_UPDATE_COLLISION_MASK;
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updateCurrentGravity();
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updateCurrentGravity();
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}
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}
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}
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}
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bool MyCharacterController::needsSafeLandingSupport() const {
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return _isStuck && 0 == (_numStuckFrames % NUM_FRAMES_FOR_SAFE_LANDING_RETRY);
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}
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btConvexHullShape* MyCharacterController::computeShape() const {
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btConvexHullShape* MyCharacterController::computeShape() const {
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// HACK: the avatar collides using convex hull with a collision margin equal to
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// HACK: the avatar collides using convex hull with a collision margin equal to
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// the old capsule radius. Two points define a capsule and additional points are
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// the old capsule radius. Two points define a capsule and additional points are
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@ -447,12 +448,12 @@ public:
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std::vector<MyCharacterController::RayAvatarResult> MyCharacterController::rayTest(const btVector3& origin, const btVector3& direction,
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std::vector<MyCharacterController::RayAvatarResult> MyCharacterController::rayTest(const btVector3& origin, const btVector3& direction,
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const btScalar& length, const QVector<uint>& jointsToExclude) const {
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const btScalar& length, const QVector<uint>& jointsToExclude) const {
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std::vector<RayAvatarResult> foundAvatars;
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std::vector<RayAvatarResult> foundAvatars;
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if (_dynamicsWorld) {
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if (_physicsEngine) {
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btVector3 end = origin + length * direction;
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btVector3 end = origin + length * direction;
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DetailedRayResultCallback rayCallback = DetailedRayResultCallback();
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DetailedRayResultCallback rayCallback = DetailedRayResultCallback();
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rayCallback.m_flags |= btTriangleRaycastCallback::kF_KeepUnflippedNormal;
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rayCallback.m_flags |= btTriangleRaycastCallback::kF_KeepUnflippedNormal;
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rayCallback.m_flags |= btTriangleRaycastCallback::kF_UseSubSimplexConvexCastRaytest;
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rayCallback.m_flags |= btTriangleRaycastCallback::kF_UseSubSimplexConvexCastRaytest;
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_dynamicsWorld->rayTest(origin, end, rayCallback);
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_physicsEngine->getDynamicsWorld()->rayTest(origin, end, rayCallback);
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if (rayCallback.m_hitFractions.size() > 0) {
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if (rayCallback.m_hitFractions.size() > 0) {
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foundAvatars.reserve(rayCallback.m_hitFractions.size());
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foundAvatars.reserve(rayCallback.m_hitFractions.size());
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for (int32_t i = 0; i < rayCallback.m_hitFractions.size(); i++) {
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for (int32_t i = 0; i < rayCallback.m_hitFractions.size(); i++) {
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@ -26,7 +26,7 @@ public:
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explicit MyCharacterController(std::shared_ptr<MyAvatar> avatar);
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explicit MyCharacterController(std::shared_ptr<MyAvatar> avatar);
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~MyCharacterController ();
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~MyCharacterController ();
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void setDynamicsWorld(btDynamicsWorld* world) override;
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void addToWorld() override;
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void updateShapeIfNecessary() override;
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void updateShapeIfNecessary() override;
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// Sweeping a convex shape through the physics simulation can be expensive when the obstacles are too
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// Sweeping a convex shape through the physics simulation can be expensive when the obstacles are too
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@ -69,9 +69,10 @@ public:
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int32_t computeCollisionMask() const override;
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int32_t computeCollisionMask() const override;
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void handleChangedCollisionMask() override;
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void handleChangedCollisionMask() override;
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bool _collideWithOtherAvatars{ true };
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void setCollideWithOtherAvatars(bool collideWithOtherAvatars) { _collideWithOtherAvatars = collideWithOtherAvatars; }
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void setCollideWithOtherAvatars(bool collideWithOtherAvatars) { _collideWithOtherAvatars = collideWithOtherAvatars; }
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bool needsSafeLandingSupport() const;
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protected:
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protected:
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void initRayShotgun(const btCollisionWorld* world);
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void initRayShotgun(const btCollisionWorld* world);
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void updateMassProperties() override;
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void updateMassProperties() override;
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@ -88,6 +89,7 @@ protected:
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btScalar _density { 1.0f };
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btScalar _density { 1.0f };
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std::vector<DetailedMotionState*> _detailedMotionStates;
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std::vector<DetailedMotionState*> _detailedMotionStates;
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bool _collideWithOtherAvatars { true };
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};
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};
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#endif // hifi_MyCharacterController_h
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#endif // hifi_MyCharacterController_h
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@ -11,14 +11,136 @@
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#include "CharacterController.h"
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#include "CharacterController.h"
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#include <NumericalConstants.h>
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#include <AvatarConstants.h>
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#include <AvatarConstants.h>
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#include <NumericalConstants.h>
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#include <PhysicsCollisionGroups.h>
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#include "ObjectMotionState.h"
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#include "ObjectMotionState.h"
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#include "PhysicsHelpers.h"
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#include "PhysicsHelpers.h"
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#include "PhysicsLogging.h"
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#include "PhysicsLogging.h"
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const btVector3 LOCAL_UP_AXIS(0.0f, 1.0f, 0.0f);
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const btVector3 LOCAL_UP_AXIS(0.0f, 1.0f, 0.0f);
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static bool _flippedThisFrame = false;
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// Note: flipBackfaceTriangleNormals is registered as a sub-callback to Bullet's gContactAddedCallback feature
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// when we detect MyAvatar is "stuck". It will reverse the triangles on the backface of mesh shapes, unless it thinks
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// the old normal would be better at extracting MyAvatar out along its UP direction.
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bool flipBackfaceTriangleNormals(btManifoldPoint& cp,
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const btCollisionObjectWrapper* colObj0Wrap, int partId0, int index0,
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const btCollisionObjectWrapper* colObj1Wrap, int partId1, int index1) {
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static int32_t numCalls = 0;
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++numCalls;
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// This callback is ONLY called on objects with btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK flag
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// and the flagged object will always be sorted to Obj0. Hence the "other" is always Obj1.
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const btCollisionObject* other = colObj1Wrap->m_collisionObject;
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if (other->getCollisionShape()->getShapeType() == TRIANGLE_MESH_SHAPE_PROXYTYPE) {
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// access the meshInterface
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auto meshShape = static_cast<const btBvhTriangleMeshShape*>(other->getCollisionShape());
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const btStridingMeshInterface* meshInterface = meshShape->getMeshInterface();
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// figure out about how to navigate meshInterface
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const uint8_t* vertexBase;
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int32_t numverts;
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PHY_ScalarType vertexType;
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int32_t vertexStride;
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const uint8_t* indexBase;
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int32_t indexStride;
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int32_t numFaces;
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PHY_ScalarType indicesType;
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int32_t subPart = colObj1Wrap->m_partId;
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// NOTE: all arguments are being passed by reference except the bases (passed by pointer) and subPart (true input)
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meshInterface->getLockedReadOnlyVertexIndexBase(&vertexBase, numverts, vertexType, vertexStride, &indexBase, indexStride, numFaces, indicesType, subPart);
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// fetch the triangle vertices
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int32_t triangleIndex = colObj1Wrap->m_index;
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assert(vertexType == PHY_FLOAT); // all mesh vertex data is float...
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// ...but indicesType can vary
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btVector3 triangleVertex[3];
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switch (indicesType) {
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case PHY_INTEGER: {
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uint32_t* triangleIndices = (uint32_t*)(indexBase + triangleIndex * indexStride);
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float* triangleBase;
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triangleBase = (float*)(vertexBase + triangleIndices[0] * vertexStride);
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triangleVertex[0].setValue(triangleBase[0], triangleBase[1], triangleBase[2]);
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triangleBase = (float*)(vertexBase + triangleIndices[1] * vertexStride);
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triangleVertex[1].setValue(triangleBase[0], triangleBase[1], triangleBase[2]);
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triangleBase = (float*)(vertexBase + triangleIndices[2] * vertexStride);
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triangleVertex[2].setValue(triangleBase[0], triangleBase[1], triangleBase[2]);
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}
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break;
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case PHY_SHORT: {
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uint16_t* triangleIndices = (uint16_t*)(indexBase + triangleIndex * indexStride);
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float* triangleBase;
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triangleBase = (float*)(vertexBase + triangleIndices[0] * vertexStride);
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triangleVertex[0].setValue(triangleBase[0], triangleBase[1], triangleBase[2]);
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triangleBase = (float*)(vertexBase + triangleIndices[1] * vertexStride);
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triangleVertex[1].setValue(triangleBase[0], triangleBase[1], triangleBase[2]);
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triangleBase = (float*)(vertexBase + triangleIndices[2] * vertexStride);
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triangleVertex[2].setValue(triangleBase[0], triangleBase[1], triangleBase[2]);
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}
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break;
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case PHY_UCHAR: {
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uint8_t* triangleIndices = (uint8_t*)(indexBase + triangleIndex * indexStride);
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float* triangleBase;
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triangleBase = (float*)(vertexBase + triangleIndices[0] * vertexStride);
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triangleVertex[0].setValue(triangleBase[0], triangleBase[1], triangleBase[2]);
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triangleBase = (float*)(vertexBase + triangleIndices[1] * vertexStride);
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triangleVertex[1].setValue(triangleBase[0], triangleBase[1], triangleBase[2]);
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triangleBase = (float*)(vertexBase + triangleIndices[2] * vertexStride);
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triangleVertex[2].setValue(triangleBase[0], triangleBase[1], triangleBase[2]);
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}
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break;
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default:
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return false;
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}
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// compute faceNormal
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btVector3 meshScaling = meshInterface->getScaling();
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triangleVertex[0] *= meshScaling;
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triangleVertex[1] *= meshScaling;
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triangleVertex[2] *= meshScaling;
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btVector3 faceNormal = other->getWorldTransform().getBasis() * btCross(triangleVertex[1] - triangleVertex[0], triangleVertex[2] - triangleVertex[0]);
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float nDotF = btDot(faceNormal, cp.m_normalWorldOnB);
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if (nDotF <= 0.0f && faceNormal.length2() > EPSILON) {
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faceNormal.normalize();
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// flip the contact normal to be aligned with the face normal...
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// ...but only if old normal does NOT point along obj0's UP
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// (because we're "stuck" and UP is the likely path out)
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btVector3 up = colObj0Wrap->m_collisionObject->getWorldTransform().getBasis() * LOCAL_UP_AXIS;
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if (cp.m_normalWorldOnB.dot(up) <= 0.0f) {
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nDotF = btDot(faceNormal, cp.m_normalWorldOnB);
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cp.m_normalWorldOnB -= 2.0f * nDotF * faceNormal;
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_flippedThisFrame = true;
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}
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// Note: if we're flipping normals it means the "Are we stuck?" logic is concluding "Yes, we are".
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// But when we flip the normals it typically causes the ContactManifold to discard the modified ManifoldPoint
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// which in turn causes the "Are we stuck?" logic to incorrectly conclude "No, we are not".
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// So we set '_flippedThisFrame = true' here and use it later to stay in "stuck" state until flipping stops
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}
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}
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// KEEP THIS: in case we add support for concave shapes which delegate to temporary btTriangleShapes (such as btHeightfieldTerrainShape)
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//else if (other->getCollisionShape()->getShapeType() == TRIANGLE_SHAPE_PROXYTYPE) {
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||||||
|
// auto triShape = static_cast<const btTriangleShape*>(other->getCollisionShape());
|
||||||
|
// const btVector3* v = triShape->m_vertices1;
|
||||||
|
// btVector3 faceNormal = other->getWorldTransform().getBasis() * btCross(v[1] - v[0], v[2] - v[0]);
|
||||||
|
// float nDotF = btDot(faceNormal, cp.m_normalWorldOnB);
|
||||||
|
// if (nDotF <= 0.0f && faceNormal.length2() > EPSILON) {
|
||||||
|
// faceNormal.normalize();
|
||||||
|
// // flip the contact normal to be aligned with the face normal
|
||||||
|
// cp.m_normalWorldOnB += -2.0f * nDotF * faceNormal;
|
||||||
|
// }
|
||||||
|
//}
|
||||||
|
// KEEP THIS
|
||||||
|
|
||||||
|
// NOTE: this ManifoldPoint is a candidate and hasn't been accepted yet into the final ContactManifold yet.
|
||||||
|
// So when we modify its parameters we can convince Bullet to discard it.
|
||||||
|
//
|
||||||
|
// by our own convention:
|
||||||
|
// return true when this ManifoldPoint has been modified in a way that would disable it
|
||||||
|
return false;
|
||||||
|
};
|
||||||
|
|
||||||
#ifdef DEBUG_STATE_CHANGE
|
#ifdef DEBUG_STATE_CHANGE
|
||||||
#define SET_STATE(desiredState, reason) setState(desiredState, reason)
|
#define SET_STATE(desiredState, reason) setState(desiredState, reason)
|
||||||
|
@ -92,64 +214,70 @@ CharacterController::~CharacterController() {
|
||||||
}
|
}
|
||||||
|
|
||||||
bool CharacterController::needsRemoval() const {
|
bool CharacterController::needsRemoval() const {
|
||||||
return ((_pendingFlags & PENDING_FLAG_REMOVE_FROM_SIMULATION) == PENDING_FLAG_REMOVE_FROM_SIMULATION);
|
return (_physicsEngine && (_pendingFlags & PENDING_FLAG_REMOVE_FROM_SIMULATION) == PENDING_FLAG_REMOVE_FROM_SIMULATION);
|
||||||
}
|
}
|
||||||
|
|
||||||
bool CharacterController::needsAddition() const {
|
bool CharacterController::needsAddition() const {
|
||||||
return ((_pendingFlags & PENDING_FLAG_ADD_TO_SIMULATION) == PENDING_FLAG_ADD_TO_SIMULATION);
|
return (_physicsEngine && (_pendingFlags & PENDING_FLAG_ADD_TO_SIMULATION) == PENDING_FLAG_ADD_TO_SIMULATION);
|
||||||
}
|
}
|
||||||
|
|
||||||
void CharacterController::setDynamicsWorld(btDynamicsWorld* world) {
|
void CharacterController::removeFromWorld() {
|
||||||
if (_dynamicsWorld != world) {
|
if (_inWorld) {
|
||||||
// remove from old world
|
|
||||||
if (_dynamicsWorld) {
|
|
||||||
if (_rigidBody) {
|
|
||||||
_dynamicsWorld->removeRigidBody(_rigidBody);
|
|
||||||
_dynamicsWorld->removeAction(this);
|
|
||||||
}
|
|
||||||
_dynamicsWorld = nullptr;
|
|
||||||
}
|
|
||||||
int32_t collisionMask = computeCollisionMask();
|
|
||||||
int32_t collisionGroup = BULLET_COLLISION_GROUP_MY_AVATAR;
|
|
||||||
if (_rigidBody) {
|
if (_rigidBody) {
|
||||||
updateMassProperties();
|
_physicsEngine->getDynamicsWorld()->removeRigidBody(_rigidBody);
|
||||||
}
|
_physicsEngine->getDynamicsWorld()->removeAction(this);
|
||||||
if (world && _rigidBody) {
|
|
||||||
// add to new world
|
|
||||||
_dynamicsWorld = world;
|
|
||||||
_pendingFlags &= ~PENDING_FLAG_JUMP;
|
|
||||||
_dynamicsWorld->addRigidBody(_rigidBody, collisionGroup, collisionMask);
|
|
||||||
_dynamicsWorld->addAction(this);
|
|
||||||
// restore gravity settings because adding an object to the world overwrites its gravity setting
|
|
||||||
_rigidBody->setGravity(_currentGravity * _currentUp);
|
|
||||||
// set flag to enable custom contactAddedCallback
|
|
||||||
_rigidBody->setCollisionFlags(btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
|
|
||||||
|
|
||||||
// enable CCD
|
|
||||||
_rigidBody->setCcdSweptSphereRadius(_radius);
|
|
||||||
_rigidBody->setCcdMotionThreshold(_radius);
|
|
||||||
|
|
||||||
btCollisionShape* shape = _rigidBody->getCollisionShape();
|
|
||||||
assert(shape && shape->getShapeType() == CONVEX_HULL_SHAPE_PROXYTYPE);
|
|
||||||
_ghost.setCharacterShape(static_cast<btConvexHullShape*>(shape));
|
|
||||||
}
|
|
||||||
_ghost.setCollisionGroupAndMask(collisionGroup, collisionMask & (~ collisionGroup));
|
|
||||||
_ghost.setCollisionWorld(_dynamicsWorld);
|
|
||||||
_ghost.setRadiusAndHalfHeight(_radius, _halfHeight);
|
|
||||||
if (_rigidBody) {
|
|
||||||
_ghost.setWorldTransform(_rigidBody->getWorldTransform());
|
|
||||||
}
|
}
|
||||||
|
_inWorld = false;
|
||||||
}
|
}
|
||||||
if (_dynamicsWorld) {
|
_pendingFlags &= ~PENDING_FLAG_REMOVE_FROM_SIMULATION;
|
||||||
if (_pendingFlags & PENDING_FLAG_UPDATE_SHAPE) {
|
}
|
||||||
// shouldn't fall in here, but if we do make sure both ADD and REMOVE bits are still set
|
|
||||||
_pendingFlags |= PENDING_FLAG_ADD_TO_SIMULATION | PENDING_FLAG_REMOVE_FROM_SIMULATION |
|
void CharacterController::addToWorld() {
|
||||||
PENDING_FLAG_ADD_DETAILED_TO_SIMULATION | PENDING_FLAG_REMOVE_DETAILED_FROM_SIMULATION;
|
if (!_rigidBody) {
|
||||||
} else {
|
return;
|
||||||
_pendingFlags &= ~PENDING_FLAG_ADD_TO_SIMULATION;
|
}
|
||||||
}
|
if (_inWorld) {
|
||||||
|
_pendingFlags &= ~PENDING_FLAG_ADD_DETAILED_TO_SIMULATION;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
btDiscreteDynamicsWorld* world = _physicsEngine->getDynamicsWorld();
|
||||||
|
int32_t collisionMask = computeCollisionMask();
|
||||||
|
int32_t collisionGroup = BULLET_COLLISION_GROUP_MY_AVATAR;
|
||||||
|
|
||||||
|
updateMassProperties();
|
||||||
|
_pendingFlags &= ~PENDING_FLAG_ADD_DETAILED_TO_SIMULATION;
|
||||||
|
|
||||||
|
// add to new world
|
||||||
|
_pendingFlags &= ~PENDING_FLAG_JUMP;
|
||||||
|
world->addRigidBody(_rigidBody, collisionGroup, collisionMask);
|
||||||
|
world->addAction(this);
|
||||||
|
_inWorld = true;
|
||||||
|
|
||||||
|
// restore gravity settings because adding an object to the world overwrites its gravity setting
|
||||||
|
_rigidBody->setGravity(_currentGravity * _currentUp);
|
||||||
|
// set flag to enable custom contactAddedCallback
|
||||||
|
_rigidBody->setCollisionFlags(btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
|
||||||
|
|
||||||
|
// enable CCD
|
||||||
|
_rigidBody->setCcdSweptSphereRadius(_radius);
|
||||||
|
_rigidBody->setCcdMotionThreshold(_radius);
|
||||||
|
|
||||||
|
btCollisionShape* shape = _rigidBody->getCollisionShape();
|
||||||
|
assert(shape && shape->getShapeType() == CONVEX_HULL_SHAPE_PROXYTYPE);
|
||||||
|
_ghost.setCharacterShape(static_cast<btConvexHullShape*>(shape));
|
||||||
|
|
||||||
|
_ghost.setCollisionGroupAndMask(collisionGroup, collisionMask & (~ collisionGroup));
|
||||||
|
_ghost.setCollisionWorld(world);
|
||||||
|
_ghost.setRadiusAndHalfHeight(_radius, _halfHeight);
|
||||||
|
if (_rigidBody) {
|
||||||
|
_ghost.setWorldTransform(_rigidBody->getWorldTransform());
|
||||||
|
}
|
||||||
|
if (_pendingFlags & PENDING_FLAG_UPDATE_SHAPE) {
|
||||||
|
// shouldn't fall in here, but if we do make sure both ADD and REMOVE bits are still set
|
||||||
|
_pendingFlags |= PENDING_FLAG_ADD_TO_SIMULATION | PENDING_FLAG_REMOVE_FROM_SIMULATION |
|
||||||
|
PENDING_FLAG_ADD_DETAILED_TO_SIMULATION | PENDING_FLAG_REMOVE_DETAILED_FROM_SIMULATION;
|
||||||
} else {
|
} else {
|
||||||
_pendingFlags &= ~PENDING_FLAG_REMOVE_FROM_SIMULATION;
|
_pendingFlags &= ~PENDING_FLAG_ADD_TO_SIMULATION;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -159,17 +287,21 @@ bool CharacterController::checkForSupport(btCollisionWorld* collisionWorld) {
|
||||||
btDispatcher* dispatcher = collisionWorld->getDispatcher();
|
btDispatcher* dispatcher = collisionWorld->getDispatcher();
|
||||||
int numManifolds = dispatcher->getNumManifolds();
|
int numManifolds = dispatcher->getNumManifolds();
|
||||||
bool hasFloor = false;
|
bool hasFloor = false;
|
||||||
bool isStuck = false;
|
bool probablyStuck = _isStuck && _flippedThisFrame;
|
||||||
|
|
||||||
btTransform rotation = _rigidBody->getWorldTransform();
|
btTransform rotation = _rigidBody->getWorldTransform();
|
||||||
rotation.setOrigin(btVector3(0.0f, 0.0f, 0.0f)); // clear translation part
|
rotation.setOrigin(btVector3(0.0f, 0.0f, 0.0f)); // clear translation part
|
||||||
|
|
||||||
|
float deepestDistance = 0.0f;
|
||||||
|
float strongestImpulse = 0.0f;
|
||||||
|
|
||||||
for (int i = 0; i < numManifolds; i++) {
|
for (int i = 0; i < numManifolds; i++) {
|
||||||
btPersistentManifold* contactManifold = dispatcher->getManifoldByIndexInternal(i);
|
btPersistentManifold* contactManifold = dispatcher->getManifoldByIndexInternal(i);
|
||||||
if (_rigidBody == contactManifold->getBody1() || _rigidBody == contactManifold->getBody0()) {
|
if (_rigidBody == contactManifold->getBody1() || _rigidBody == contactManifold->getBody0()) {
|
||||||
bool characterIsFirst = _rigidBody == contactManifold->getBody0();
|
bool characterIsFirst = _rigidBody == contactManifold->getBody0();
|
||||||
int numContacts = contactManifold->getNumContacts();
|
int numContacts = contactManifold->getNumContacts();
|
||||||
int stepContactIndex = -1;
|
int stepContactIndex = -1;
|
||||||
|
bool stepValid = true;
|
||||||
float highestStep = _minStepHeight;
|
float highestStep = _minStepHeight;
|
||||||
for (int j = 0; j < numContacts; j++) {
|
for (int j = 0; j < numContacts; j++) {
|
||||||
// check for "floor"
|
// check for "floor"
|
||||||
|
@ -177,28 +309,24 @@ bool CharacterController::checkForSupport(btCollisionWorld* collisionWorld) {
|
||||||
btVector3 pointOnCharacter = characterIsFirst ? contact.m_localPointA : contact.m_localPointB; // object-local-frame
|
btVector3 pointOnCharacter = characterIsFirst ? contact.m_localPointA : contact.m_localPointB; // object-local-frame
|
||||||
btVector3 normal = characterIsFirst ? contact.m_normalWorldOnB : -contact.m_normalWorldOnB; // points toward character
|
btVector3 normal = characterIsFirst ? contact.m_normalWorldOnB : -contact.m_normalWorldOnB; // points toward character
|
||||||
btScalar hitHeight = _halfHeight + _radius + pointOnCharacter.dot(_currentUp);
|
btScalar hitHeight = _halfHeight + _radius + pointOnCharacter.dot(_currentUp);
|
||||||
// If there's non-trivial penetration with a big impulse for several steps, we're probably stuck.
|
|
||||||
// Note it here in the controller, and let MyAvatar figure out what to do about it.
|
float distance = contact.getDistance();
|
||||||
const float STUCK_PENETRATION = -0.05f; // always negative into the object.
|
if (distance < deepestDistance) {
|
||||||
const float STUCK_IMPULSE = 500.0f;
|
deepestDistance = distance;
|
||||||
const int STUCK_LIFETIME = 3;
|
|
||||||
if ((contact.getDistance() < STUCK_PENETRATION) && (contact.getAppliedImpulse() > STUCK_IMPULSE) && (contact.getLifeTime() > STUCK_LIFETIME)) {
|
|
||||||
isStuck = true; // latch on
|
|
||||||
}
|
}
|
||||||
|
float impulse = contact.getAppliedImpulse();
|
||||||
|
if (impulse > strongestImpulse) {
|
||||||
|
strongestImpulse = impulse;
|
||||||
|
}
|
||||||
|
|
||||||
if (hitHeight < _maxStepHeight && normal.dot(_currentUp) > _minFloorNormalDotUp) {
|
if (hitHeight < _maxStepHeight && normal.dot(_currentUp) > _minFloorNormalDotUp) {
|
||||||
hasFloor = true;
|
hasFloor = true;
|
||||||
if (!pushing && isStuck) {
|
|
||||||
// we're not pushing against anything and we're stuck so we can early exit
|
|
||||||
// (all we need to know is that there is a floor)
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
if (pushing && _targetVelocity.dot(normal) < 0.0f) {
|
if (stepValid && pushing && _targetVelocity.dot(normal) < 0.0f) {
|
||||||
// remember highest step obstacle
|
// remember highest step obstacle
|
||||||
if (!_stepUpEnabled || hitHeight > _maxStepHeight) {
|
if (!_stepUpEnabled || hitHeight > _maxStepHeight) {
|
||||||
// this manifold is invalidated by point that is too high
|
// this manifold is invalidated by point that is too high
|
||||||
stepContactIndex = -1;
|
stepValid = false;
|
||||||
break;
|
|
||||||
} else if (hitHeight > highestStep && normal.dot(_targetVelocity) < 0.0f ) {
|
} else if (hitHeight > highestStep && normal.dot(_targetVelocity) < 0.0f ) {
|
||||||
highestStep = hitHeight;
|
highestStep = hitHeight;
|
||||||
stepContactIndex = j;
|
stepContactIndex = j;
|
||||||
|
@ -206,7 +334,7 @@ bool CharacterController::checkForSupport(btCollisionWorld* collisionWorld) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (stepContactIndex > -1 && highestStep > _stepHeight) {
|
if (stepValid && stepContactIndex > -1 && highestStep > _stepHeight) {
|
||||||
// remember step info for later
|
// remember step info for later
|
||||||
btManifoldPoint& contact = contactManifold->getContactPoint(stepContactIndex);
|
btManifoldPoint& contact = contactManifold->getContactPoint(stepContactIndex);
|
||||||
btVector3 pointOnCharacter = characterIsFirst ? contact.m_localPointA : contact.m_localPointB; // object-local-frame
|
btVector3 pointOnCharacter = characterIsFirst ? contact.m_localPointA : contact.m_localPointB; // object-local-frame
|
||||||
|
@ -214,13 +342,37 @@ bool CharacterController::checkForSupport(btCollisionWorld* collisionWorld) {
|
||||||
_stepHeight = highestStep;
|
_stepHeight = highestStep;
|
||||||
_stepPoint = rotation * pointOnCharacter; // rotate into world-frame
|
_stepPoint = rotation * pointOnCharacter; // rotate into world-frame
|
||||||
}
|
}
|
||||||
if (hasFloor && isStuck && !(pushing && _stepUpEnabled)) {
|
|
||||||
// early exit since all we need to know is that we're on a floor
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
_isStuck = isStuck;
|
|
||||||
|
// If there's deep penetration and big impulse we're probably stuck.
|
||||||
|
const float STUCK_PENETRATION = -0.05f; // always negative into the object.
|
||||||
|
const float STUCK_IMPULSE = 500.0f;
|
||||||
|
probablyStuck = probablyStuck || (deepestDistance < STUCK_PENETRATION && strongestImpulse > STUCK_IMPULSE);
|
||||||
|
|
||||||
|
if (_isStuck != probablyStuck) {
|
||||||
|
++_stuckTransitionCount;
|
||||||
|
if (_stuckTransitionCount == NUM_FRAMES_FOR_STUCK_TRANSITION) {
|
||||||
|
// we've been in this "probablyStuck" state for several consecutive frames
|
||||||
|
// --> make it official by changing state
|
||||||
|
_isStuck = probablyStuck;
|
||||||
|
// start _numStuckFrames at NUM_FRAMES_FOR_SAFE_LANDING_RETRY so SafeLanding tries to help immediately
|
||||||
|
_numStuckFrames = NUM_FRAMES_FOR_SAFE_LANDING_RETRY;
|
||||||
|
_stuckTransitionCount = 0;
|
||||||
|
if (_isStuck) {
|
||||||
|
_physicsEngine->addContactAddedCallback(flipBackfaceTriangleNormals);
|
||||||
|
} else {
|
||||||
|
_physicsEngine->removeContactAddedCallback(flipBackfaceTriangleNormals);
|
||||||
|
_flippedThisFrame = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
_stuckTransitionCount = 0;
|
||||||
|
if (_isStuck) {
|
||||||
|
++_numStuckFrames;
|
||||||
|
_flippedThisFrame = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
return hasFloor;
|
return hasFloor;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -452,7 +604,7 @@ void CharacterController::setLocalBoundingBox(const glm::vec3& minCorner, const
|
||||||
_minStepHeight = DEFAULT_MIN_STEP_HEIGHT_FACTOR * (_halfHeight + _radius);
|
_minStepHeight = DEFAULT_MIN_STEP_HEIGHT_FACTOR * (_halfHeight + _radius);
|
||||||
_maxStepHeight = DEFAULT_MAX_STEP_HEIGHT_FACTOR * (_halfHeight + _radius);
|
_maxStepHeight = DEFAULT_MAX_STEP_HEIGHT_FACTOR * (_halfHeight + _radius);
|
||||||
|
|
||||||
if (_dynamicsWorld) {
|
if (_physicsEngine) {
|
||||||
// must REMOVE from world prior to shape update
|
// must REMOVE from world prior to shape update
|
||||||
_pendingFlags |= PENDING_FLAG_REMOVE_FROM_SIMULATION | PENDING_FLAG_REMOVE_DETAILED_FROM_SIMULATION;
|
_pendingFlags |= PENDING_FLAG_REMOVE_FROM_SIMULATION | PENDING_FLAG_REMOVE_DETAILED_FROM_SIMULATION;
|
||||||
}
|
}
|
||||||
|
@ -470,6 +622,15 @@ void CharacterController::setLocalBoundingBox(const glm::vec3& minCorner, const
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void CharacterController::setPhysicsEngine(const PhysicsEnginePointer& engine) {
|
||||||
|
if (!_physicsEngine && engine) {
|
||||||
|
// ATM there is only one PhysicsEngine: it is a singleton, and we are taking advantage
|
||||||
|
// of that assumption here. If we ever introduce more and allow for this backpointer
|
||||||
|
// to change then we'll have to overhaul this method.
|
||||||
|
_physicsEngine = engine;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void CharacterController::setCollisionless(bool collisionless) {
|
void CharacterController::setCollisionless(bool collisionless) {
|
||||||
if (collisionless != _collisionless) {
|
if (collisionless != _collisionless) {
|
||||||
_collisionless = collisionless;
|
_collisionless = collisionless;
|
||||||
|
@ -681,7 +842,7 @@ void CharacterController::computeNewVelocity(btScalar dt, glm::vec3& velocity) {
|
||||||
}
|
}
|
||||||
|
|
||||||
void CharacterController::updateState() {
|
void CharacterController::updateState() {
|
||||||
if (!_dynamicsWorld) {
|
if (!_physicsEngine) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
if (_pendingFlags & PENDING_FLAG_RECOMPUTE_FLYING) {
|
if (_pendingFlags & PENDING_FLAG_RECOMPUTE_FLYING) {
|
||||||
|
@ -712,7 +873,7 @@ void CharacterController::updateState() {
|
||||||
|
|
||||||
ClosestNotMe rayCallback(_rigidBody);
|
ClosestNotMe rayCallback(_rigidBody);
|
||||||
rayCallback.m_closestHitFraction = 1.0f;
|
rayCallback.m_closestHitFraction = 1.0f;
|
||||||
_dynamicsWorld->rayTest(rayStart, rayEnd, rayCallback);
|
_physicsEngine->getDynamicsWorld()->rayTest(rayStart, rayEnd, rayCallback);
|
||||||
bool rayHasHit = rayCallback.hasHit();
|
bool rayHasHit = rayCallback.hasHit();
|
||||||
quint64 now = usecTimestampNow();
|
quint64 now = usecTimestampNow();
|
||||||
if (rayHasHit) {
|
if (rayHasHit) {
|
||||||
|
@ -829,6 +990,21 @@ void CharacterController::updateState() {
|
||||||
}
|
}
|
||||||
|
|
||||||
void CharacterController::preSimulation() {
|
void CharacterController::preSimulation() {
|
||||||
|
if (needsRemoval()) {
|
||||||
|
removeFromWorld();
|
||||||
|
|
||||||
|
// We must remove any existing contacts for the avatar so that any new contacts will have
|
||||||
|
// valid data. MyAvatar's RigidBody is the ONLY one in the simulation that does not yet
|
||||||
|
// have a MotionState so we pass nullptr to removeContacts().
|
||||||
|
if (_physicsEngine) {
|
||||||
|
_physicsEngine->removeContacts(nullptr);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
updateShapeIfNecessary();
|
||||||
|
if (needsAddition()) {
|
||||||
|
addToWorld();
|
||||||
|
}
|
||||||
|
|
||||||
if (_rigidBody) {
|
if (_rigidBody) {
|
||||||
// slam body transform and remember velocity
|
// slam body transform and remember velocity
|
||||||
_rigidBody->setWorldTransform(btTransform(btTransform(_rotation, _position)));
|
_rigidBody->setWorldTransform(btTransform(btTransform(_rotation, _position)));
|
||||||
|
|
|
@ -20,11 +20,11 @@
|
||||||
|
|
||||||
#include <GLMHelpers.h>
|
#include <GLMHelpers.h>
|
||||||
#include <NumericalConstants.h>
|
#include <NumericalConstants.h>
|
||||||
#include <PhysicsCollisionGroups.h>
|
|
||||||
|
|
||||||
|
#include "AvatarConstants.h"
|
||||||
#include "BulletUtil.h"
|
#include "BulletUtil.h"
|
||||||
#include "CharacterGhostObject.h"
|
#include "CharacterGhostObject.h"
|
||||||
#include "AvatarConstants.h"
|
#include "PhysicsEngine.h"
|
||||||
|
|
||||||
const uint32_t PENDING_FLAG_ADD_TO_SIMULATION = 1U << 0;
|
const uint32_t PENDING_FLAG_ADD_TO_SIMULATION = 1U << 0;
|
||||||
const uint32_t PENDING_FLAG_REMOVE_FROM_SIMULATION = 1U << 1;
|
const uint32_t PENDING_FLAG_REMOVE_FROM_SIMULATION = 1U << 1;
|
||||||
|
@ -37,6 +37,9 @@ const uint32_t PENDING_FLAG_REMOVE_DETAILED_FROM_SIMULATION = 1U << 7;
|
||||||
|
|
||||||
const float DEFAULT_MIN_FLOOR_NORMAL_DOT_UP = cosf(PI / 3.0f);
|
const float DEFAULT_MIN_FLOOR_NORMAL_DOT_UP = cosf(PI / 3.0f);
|
||||||
|
|
||||||
|
const uint32_t NUM_FRAMES_FOR_STUCK_TRANSITION = 6; // mainloop frames
|
||||||
|
const uint32_t NUM_FRAMES_FOR_SAFE_LANDING_RETRY = 40; // mainloop frames
|
||||||
|
|
||||||
class btRigidBody;
|
class btRigidBody;
|
||||||
class btCollisionWorld;
|
class btCollisionWorld;
|
||||||
class btDynamicsWorld;
|
class btDynamicsWorld;
|
||||||
|
@ -53,7 +56,8 @@ public:
|
||||||
virtual ~CharacterController();
|
virtual ~CharacterController();
|
||||||
bool needsRemoval() const;
|
bool needsRemoval() const;
|
||||||
bool needsAddition() const;
|
bool needsAddition() const;
|
||||||
virtual void setDynamicsWorld(btDynamicsWorld* world);
|
virtual void addToWorld();
|
||||||
|
void removeFromWorld();
|
||||||
btCollisionObject* getCollisionObject() { return _rigidBody; }
|
btCollisionObject* getCollisionObject() { return _rigidBody; }
|
||||||
|
|
||||||
void setGravity(float gravity);
|
void setGravity(float gravity);
|
||||||
|
@ -120,7 +124,8 @@ public:
|
||||||
|
|
||||||
void setLocalBoundingBox(const glm::vec3& minCorner, const glm::vec3& scale);
|
void setLocalBoundingBox(const glm::vec3& minCorner, const glm::vec3& scale);
|
||||||
|
|
||||||
bool isEnabledAndReady() const { return _dynamicsWorld; }
|
void setPhysicsEngine(const PhysicsEnginePointer& engine);
|
||||||
|
bool isEnabledAndReady() const { return (bool)_physicsEngine; }
|
||||||
bool isStuck() const { return _isStuck; }
|
bool isStuck() const { return _isStuck; }
|
||||||
|
|
||||||
void setCollisionless(bool collisionless);
|
void setCollisionless(bool collisionless);
|
||||||
|
@ -187,7 +192,6 @@ protected:
|
||||||
// data for walking up steps
|
// data for walking up steps
|
||||||
btVector3 _stepPoint { 0.0f, 0.0f, 0.0f };
|
btVector3 _stepPoint { 0.0f, 0.0f, 0.0f };
|
||||||
btVector3 _stepNormal { 0.0f, 0.0f, 0.0f };
|
btVector3 _stepNormal { 0.0f, 0.0f, 0.0f };
|
||||||
bool _steppingUp { false };
|
|
||||||
btScalar _stepHeight { 0.0f };
|
btScalar _stepHeight { 0.0f };
|
||||||
btScalar _minStepHeight { 0.0f };
|
btScalar _minStepHeight { 0.0f };
|
||||||
btScalar _maxStepHeight { 0.0f };
|
btScalar _maxStepHeight { 0.0f };
|
||||||
|
@ -197,6 +201,7 @@ protected:
|
||||||
btScalar _radius { 0.0f };
|
btScalar _radius { 0.0f };
|
||||||
|
|
||||||
btScalar _floorDistance;
|
btScalar _floorDistance;
|
||||||
|
bool _steppingUp { false };
|
||||||
bool _stepUpEnabled { true };
|
bool _stepUpEnabled { true };
|
||||||
bool _hasSupport;
|
bool _hasSupport;
|
||||||
|
|
||||||
|
@ -213,11 +218,14 @@ protected:
|
||||||
bool _isStuck { false };
|
bool _isStuck { false };
|
||||||
bool _isSeated { false };
|
bool _isSeated { false };
|
||||||
|
|
||||||
btDynamicsWorld* _dynamicsWorld { nullptr };
|
PhysicsEnginePointer _physicsEngine { nullptr };
|
||||||
btRigidBody* _rigidBody { nullptr };
|
btRigidBody* _rigidBody { nullptr };
|
||||||
uint32_t _pendingFlags { 0 };
|
uint32_t _pendingFlags { 0 };
|
||||||
uint32_t _previousFlags { 0 };
|
uint32_t _previousFlags { 0 };
|
||||||
|
uint32_t _stuckTransitionCount { 0 };
|
||||||
|
uint32_t _numStuckFrames { 0 };
|
||||||
|
|
||||||
|
bool _inWorld { false };
|
||||||
bool _zoneFlyingAllowed { true };
|
bool _zoneFlyingAllowed { true };
|
||||||
bool _comfortFlyingAllowed { true };
|
bool _comfortFlyingAllowed { true };
|
||||||
bool _hoverWhenUnsupported{ true };
|
bool _hoverWhenUnsupported{ true };
|
||||||
|
|
|
@ -27,31 +27,6 @@
|
||||||
#include "ThreadSafeDynamicsWorld.h"
|
#include "ThreadSafeDynamicsWorld.h"
|
||||||
#include "PhysicsLogging.h"
|
#include "PhysicsLogging.h"
|
||||||
|
|
||||||
static bool flipNormalsMyAvatarVsBackfacingTriangles(btManifoldPoint& cp,
|
|
||||||
const btCollisionObjectWrapper* colObj0Wrap, int partId0, int index0,
|
|
||||||
const btCollisionObjectWrapper* colObj1Wrap, int partId1, int index1) {
|
|
||||||
// This callback is designed to help MyAvatar escape entrapment inside mesh geometry.
|
|
||||||
// It is only activated when MyAvatar is flying because it can cause problems when MyAvatar
|
|
||||||
// is walking along the ground.
|
|
||||||
// When active it applies to ALL contact points, however we only expect it to "do interesting
|
|
||||||
// stuff on MyAvatar's physics.
|
|
||||||
// Note: we're taking advantage of the fact: MyAvatar's collisionObject always shows up as colObj0
|
|
||||||
// because it is added to physics first.
|
|
||||||
if (colObj1Wrap->getCollisionShape()->getShapeType() == TRIANGLE_SHAPE_PROXYTYPE) {
|
|
||||||
auto triShape = static_cast<const btTriangleShape*>(colObj1Wrap->getCollisionShape());
|
|
||||||
const btVector3* v = triShape->m_vertices1;
|
|
||||||
btVector3 faceNormal = colObj1Wrap->getWorldTransform().getBasis() * btCross(v[1] - v[0], v[2] - v[0]);
|
|
||||||
float nDotF = btDot(faceNormal, cp.m_normalWorldOnB);
|
|
||||||
if (nDotF <= 0.0f && faceNormal.length2() > EPSILON) {
|
|
||||||
faceNormal.normalize();
|
|
||||||
// flip the contact normal to be aligned with the face normal
|
|
||||||
cp.m_normalWorldOnB += -2.0f * nDotF * faceNormal;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
// return value is currently ignored but to be future-proof: return false when not modifying friction
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
// a list of sub-callbacks
|
// a list of sub-callbacks
|
||||||
std::vector<PhysicsEngine::ContactAddedCallback> _contactAddedCallbacks;
|
std::vector<PhysicsEngine::ContactAddedCallback> _contactAddedCallbacks;
|
||||||
|
|
||||||
|
@ -63,11 +38,15 @@ bool globalContactAddedCallback(btManifoldPoint& cp,
|
||||||
// call each callback
|
// call each callback
|
||||||
for (auto cb : _contactAddedCallbacks) {
|
for (auto cb : _contactAddedCallbacks) {
|
||||||
if (cb(cp, colObj0Wrap, partId0, index0, colObj1Wrap, partId1, index1)) {
|
if (cb(cp, colObj0Wrap, partId0, index0, colObj1Wrap, partId1, index1)) {
|
||||||
// a return value of 'true' indicates the contact has been disabled
|
// Not a Bullet convention, but one we are using for sub-callbacks:
|
||||||
|
// a return value of 'true' indicates the contact has been "disabled"
|
||||||
// in which case there is no need to process other callbacks
|
// in which case there is no need to process other callbacks
|
||||||
return true;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
// by Bullet convention for its gContactAddedCallback feature:
|
||||||
|
// the return value is currently ignored but to be future-proof:
|
||||||
|
// return true when friction has been modified
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -77,9 +56,7 @@ PhysicsEngine::PhysicsEngine(const glm::vec3& offset) :
|
||||||
}
|
}
|
||||||
|
|
||||||
PhysicsEngine::~PhysicsEngine() {
|
PhysicsEngine::~PhysicsEngine() {
|
||||||
if (_myAvatarController) {
|
_myAvatarController = nullptr;
|
||||||
_myAvatarController->setDynamicsWorld(nullptr);
|
|
||||||
}
|
|
||||||
delete _collisionConfig;
|
delete _collisionConfig;
|
||||||
delete _collisionDispatcher;
|
delete _collisionDispatcher;
|
||||||
delete _broadphaseFilter;
|
delete _broadphaseFilter;
|
||||||
|
@ -361,27 +338,6 @@ void PhysicsEngine::stepSimulation() {
|
||||||
_clock.reset();
|
_clock.reset();
|
||||||
float timeStep = btMin(dt, MAX_TIMESTEP);
|
float timeStep = btMin(dt, MAX_TIMESTEP);
|
||||||
|
|
||||||
if (_myAvatarController) {
|
|
||||||
DETAILED_PROFILE_RANGE(simulation_physics, "avatarController");
|
|
||||||
BT_PROFILE("avatarController");
|
|
||||||
// TODO: move this stuff outside and in front of stepSimulation, because
|
|
||||||
// the updateShapeIfNecessary() call needs info from MyAvatar and should
|
|
||||||
// be done on the main thread during the pre-simulation stuff
|
|
||||||
if (_myAvatarController->needsRemoval()) {
|
|
||||||
_myAvatarController->setDynamicsWorld(nullptr);
|
|
||||||
|
|
||||||
// We must remove any existing contacts for the avatar so that any new contacts will have
|
|
||||||
// valid data. MyAvatar's RigidBody is the ONLY one in the simulation that does not yet
|
|
||||||
// have a MotionState so we pass nullptr to removeContacts().
|
|
||||||
removeContacts(nullptr);
|
|
||||||
}
|
|
||||||
_myAvatarController->updateShapeIfNecessary();
|
|
||||||
if (_myAvatarController->needsAddition()) {
|
|
||||||
_myAvatarController->setDynamicsWorld(_dynamicsWorld);
|
|
||||||
}
|
|
||||||
_myAvatarController->preSimulation();
|
|
||||||
}
|
|
||||||
|
|
||||||
auto onSubStep = [this]() {
|
auto onSubStep = [this]() {
|
||||||
this->updateContactMap();
|
this->updateContactMap();
|
||||||
this->doOwnershipInfectionForConstraints();
|
this->doOwnershipInfectionForConstraints();
|
||||||
|
@ -390,15 +346,11 @@ void PhysicsEngine::stepSimulation() {
|
||||||
int numSubsteps = _dynamicsWorld->stepSimulationWithSubstepCallback(timeStep, PHYSICS_ENGINE_MAX_NUM_SUBSTEPS,
|
int numSubsteps = _dynamicsWorld->stepSimulationWithSubstepCallback(timeStep, PHYSICS_ENGINE_MAX_NUM_SUBSTEPS,
|
||||||
PHYSICS_ENGINE_FIXED_SUBSTEP, onSubStep);
|
PHYSICS_ENGINE_FIXED_SUBSTEP, onSubStep);
|
||||||
if (numSubsteps > 0) {
|
if (numSubsteps > 0) {
|
||||||
BT_PROFILE("postSimulation");
|
|
||||||
if (_myAvatarController) {
|
|
||||||
_myAvatarController->postSimulation();
|
|
||||||
}
|
|
||||||
_hasOutgoingChanges = true;
|
_hasOutgoingChanges = true;
|
||||||
}
|
if (_physicsDebugDraw->getDebugMode()) {
|
||||||
|
BT_PROFILE("debugDrawWorld");
|
||||||
if (_physicsDebugDraw->getDebugMode()) {
|
_dynamicsWorld->debugDrawWorld();
|
||||||
_dynamicsWorld->debugDrawWorld();
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -760,15 +712,8 @@ void PhysicsEngine::bumpAndPruneContacts(ObjectMotionState* motionState) {
|
||||||
}
|
}
|
||||||
|
|
||||||
void PhysicsEngine::setCharacterController(CharacterController* character) {
|
void PhysicsEngine::setCharacterController(CharacterController* character) {
|
||||||
if (_myAvatarController != character) {
|
assert(!_myAvatarCharacterController);
|
||||||
if (_myAvatarController) {
|
_myAvatarController = character;
|
||||||
// remove the character from the DynamicsWorld immediately
|
|
||||||
_myAvatarController->setDynamicsWorld(nullptr);
|
|
||||||
_myAvatarController = nullptr;
|
|
||||||
}
|
|
||||||
// the character will be added to the DynamicsWorld later
|
|
||||||
_myAvatarController = character;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
EntityDynamicPointer PhysicsEngine::getDynamicByID(const QUuid& dynamicID) const {
|
EntityDynamicPointer PhysicsEngine::getDynamicByID(const QUuid& dynamicID) const {
|
||||||
|
@ -898,16 +843,6 @@ void PhysicsEngine::setShowBulletConstraintLimits(bool value) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void PhysicsEngine::enableGlobalContactAddedCallback(bool enabled) {
|
|
||||||
if (enabled) {
|
|
||||||
// register contact filter to help MyAvatar pass through backfacing triangles
|
|
||||||
addContactAddedCallback(flipNormalsMyAvatarVsBackfacingTriangles);
|
|
||||||
} else {
|
|
||||||
// deregister contact filter
|
|
||||||
removeContactAddedCallback(flipNormalsMyAvatarVsBackfacingTriangles);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void PhysicsEngine::addContactAddedCallback(PhysicsEngine::ContactAddedCallback newCb) {
|
void PhysicsEngine::addContactAddedCallback(PhysicsEngine::ContactAddedCallback newCb) {
|
||||||
for (auto cb : _contactAddedCallbacks) {
|
for (auto cb : _contactAddedCallbacks) {
|
||||||
if (cb == newCb) {
|
if (cb == newCb) {
|
||||||
|
|
|
@ -154,10 +154,12 @@ public:
|
||||||
// See PhysicsCollisionGroups.h for mask flags.
|
// See PhysicsCollisionGroups.h for mask flags.
|
||||||
std::vector<ContactTestResult> contactTest(uint16_t mask, const ShapeInfo& regionShapeInfo, const Transform& regionTransform, uint16_t group = USER_COLLISION_GROUP_DYNAMIC, float threshold = 0.0f) const;
|
std::vector<ContactTestResult> contactTest(uint16_t mask, const ShapeInfo& regionShapeInfo, const Transform& regionTransform, uint16_t group = USER_COLLISION_GROUP_DYNAMIC, float threshold = 0.0f) const;
|
||||||
|
|
||||||
void enableGlobalContactAddedCallback(bool enabled);
|
|
||||||
void addContactAddedCallback(ContactAddedCallback cb);
|
void addContactAddedCallback(ContactAddedCallback cb);
|
||||||
void removeContactAddedCallback(ContactAddedCallback cb);
|
void removeContactAddedCallback(ContactAddedCallback cb);
|
||||||
|
|
||||||
|
btDiscreteDynamicsWorld* getDynamicsWorld() const { return _dynamicsWorld; }
|
||||||
|
void removeContacts(ObjectMotionState* motionState);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
QList<EntityDynamicPointer> removeDynamicsForBody(btRigidBody* body);
|
QList<EntityDynamicPointer> removeDynamicsForBody(btRigidBody* body);
|
||||||
void addObjectToDynamicsWorld(ObjectMotionState* motionState);
|
void addObjectToDynamicsWorld(ObjectMotionState* motionState);
|
||||||
|
@ -165,8 +167,6 @@ private:
|
||||||
/// \brief bump any objects that touch this one, then remove contact info
|
/// \brief bump any objects that touch this one, then remove contact info
|
||||||
void bumpAndPruneContacts(ObjectMotionState* motionState);
|
void bumpAndPruneContacts(ObjectMotionState* motionState);
|
||||||
|
|
||||||
void removeContacts(ObjectMotionState* motionState);
|
|
||||||
|
|
||||||
void doOwnershipInfection(const btCollisionObject* objectA, const btCollisionObject* objectB);
|
void doOwnershipInfection(const btCollisionObject* objectA, const btCollisionObject* objectB);
|
||||||
|
|
||||||
btClock _clock;
|
btClock _clock;
|
||||||
|
|
Loading…
Reference in a new issue